* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod -- i.e. when their players' dice roll poorly). Whiffing instills a substantial sense of failure in the players and often threatens the GameMaster's carefully laid-out campaign plans because the PC just failed to spot the vital clue: for this reason, many GameMaster manuals recommend blaming such failures on external circumstances rather than the [=PCs=]' incompetence, and prepping several backup ways to give players the clues they need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

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* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod -- i.e. when their players' dice roll poorly).poorly. Whiffing instills a substantial sense of failure in the players and often threatens the GameMaster's carefully laid-out campaign plans because the PC just failed to spot the vital clue: for this reason, many GameMaster manuals recommend blaming such failures on external circumstances rather than the [=PCs=]' incompetence, and prepping several backup ways to give players the clues they need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod (i.e. when their players' dice roll poorly), instilling a substantial sense of failure in their players and often threatening the GameMaster's carefully laid-out campaign plan because the PC just failed to spot the vital clue.[[note]]For this reason, many GameMaster manuals recommend framing such failures as a result of external circumstances, instead of the PC's incompetence, and prepping several backup ways to give the players the clues they need.[[/note]] The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

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* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod (i.-- i.e. when their players' dice roll poorly), instilling poorly). Whiffing instills a substantial sense of failure in their the players and often threatening threatens the GameMaster's carefully laid-out campaign plan plans because the PC just failed to spot the vital clue.[[note]]For clue: for this reason, many GameMaster manuals recommend framing blaming such failures as a result of on external circumstances, instead of circumstances rather than the PC's [=PCs=]' incompetence, and prepping several backup ways to give the players the clues they need.[[/note]] need. The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod (i.e. when their players' dice roll poorly), instilling a substantial sense of failure in their players and often threatening the GameMaster's carefully laid-out campaign plan because the PC just failed to spot the vital clue.[[note]]For this reason, many GameMaster manuals recommend framing such failures as a result of external circumstances, instead of the PC's incompetence, and prepping several backup ways to give the players the clues they need.[[/note]] The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''VideoGame/{{Gumshoe}}'') are designed specifically to counteract it.

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* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod (i.e. when their players' dice roll poorly), instilling a substantial sense of failure in their players and often threatening the GameMaster's carefully laid-out campaign plan because the PC just failed to spot the vital clue.[[note]]For this reason, many GameMaster manuals recommend framing such failures as a result of external circumstances, instead of the PC's incompetence, and prepping several backup ways to give the players the clues they need.[[/note]] The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''VideoGame/{{Gumshoe}}'') ''TabletopGame/{{Gumshoe}}'') are designed specifically to counteract it.

* Whiff Factor: In pen-and-paper, the propensity of seasoned player characters to fail pathetically ("whiff") at things they are [[InformedAbility supposedly extensively trained in]] at a whim of the RandomNumberGod (i.e. when their players' dice roll poorly), instilling a substantial sense of failure in their players and often threatening the GameMaster's carefully laid-out campaign plan because the PC just failed to spot the vital clue.[[note]]For this reason, many GameMaster manuals recommend framing such failures as a result of external circumstances, instead of the PC's incompetence, and prepping several backup ways to give the players the clues they need.[[/note]] The whiff factor is particularly noticeable in systems that use uniform distributions over large numeric domains, such as the TabletopGame/D20System, while others (like ''VideoGame/{{Gumshoe}}'') are designed specifically to counteract it.

* {{Endgame}}: In [=MMORPGs=], this usually refers to all of the content (such as repeatable instanced dungeons or "raids") that is restricted to the player characters who have hit the LevelCap of a particular game. This contrasts "regular content", which serves to level the characters up to said cap from zero and is of main interest to more casual players, who, for example, only play the game for its narrative campaign. Endgame content, on the other hand, is the major focus for long-term hardcore players, who usually [[PlayTheGameSkipTheStory breeze past the regular content]] (due to having seen it many times over previous playthroughs already).

* [[{{Splat}} Character Classes]]: Your place in the Order of Things is strictly defined, usually in terms of [[FighterMageThief Fighter, Thief, Magic User]], Cleric, or [[RedShirt Background Character]]. Along with these roles usually comes standard physical/mental types--fighters are always huge and burly, and not always swift; magic users are always skinny, weak and clumsy while being geniuses; thieves are nimble and clever, and often smaller than other characters. Sometimes subvarieties like Paladin, Barbarian, Illusionist and Druid are available, and sometimes races like Elf and Dwarf will be treated as classes. Clerics will have divine magic (a dead giveaway for a RolePlayingGameVerse). Changing classes is difficult if not impossible. Class systems are clearly visible in ''Roleplay/RecordOfLodossWar'' and ''Anime/RuneSoldierLouie''; in the latter much comedy comes from the fact that Louie is obviously supposed to be a fighter, but he's been raised as a mage.

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* [[{{Splat}} Character Classes]]: {{Character Class|System}}es: Your place in the Order of Things is strictly defined, usually in terms of [[FighterMageThief Fighter, Thief, Magic User]], Cleric, or [[RedShirt Background Character]]. Along with these roles usually comes standard physical/mental types--fighters are always huge and burly, and not always swift; magic users are always skinny, weak and clumsy while being geniuses; thieves are nimble and clever, and often smaller than other characters. Sometimes subvarieties like Paladin, Barbarian, Illusionist and Druid are available, and sometimes races like Elf and Dwarf will be treated as classes. Clerics will have divine magic (a dead giveaway for a RolePlayingGameVerse). Changing classes is difficult if not impossible. Class systems are clearly visible in ''Roleplay/RecordOfLodossWar'' and ''Anime/RuneSoldierLouie''; in the latter much comedy comes from the fact that Louie is obviously supposed to be a fighter, but he's been raised as a mage.

* [[ExperiencePoints Experience]]: (aka EXP or XP) Curious phenomenon where killing things makes you stronger. It was probably originally supposed to mean that the "experience" of killing the monster (learning from your mistakes, when to duck, physical exertion, etc.) was symbolically represented, however it has evolved to an almost vampiric act. [[Franchise/{{Highlander}} Killing something and absorbing the essence of the opponent]] builds up the body and mind far more than an equivalent exercise workout. The game-runner can also give out experience for roleplaying and non-combat actions, but as originally conceived...

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* [[ExperiencePoints Experience]]: {{Experience|Points}}: (aka EXP or XP) Curious phenomenon where killing things makes you stronger. It was probably originally supposed to mean that the "experience" of killing the monster (learning from your mistakes, when to duck, physical exertion, etc.) was symbolically represented, however it has evolved to an almost vampiric act. [[Franchise/{{Highlander}} Killing something and absorbing the essence of the opponent]] builds up the body and mind far more than an equivalent exercise workout. The game-runner can also give out experience for roleplaying and non-combat actions, but as originally conceived...

* [[RandomNumberGod Dice]]: Usually signified by "dX", where X is the number of sides on the die you roll. A traditional die is a d6. Multiple dice are handled by [=YdX=], Y being the number of dice rolled--4d6 means you roll four traditional dice, or one traditional die four times, and add the results. Added to this is the occasional static number, or extra dice--this is usually written out as follows: 4d8 + 2d6 + 3, which means you roll four eight-sided dice, then two six-sided dice, and then add those all up and then add three. Even when there are no actual dice involved, a spell that does 2d12 damage will deal between 2 and 24 damage, tending toward 13.

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* [[RandomNumberGod Dice]]: UsefulNotes/{{Dice}}: Usually signified by "dX", where X is the number of sides on the die you roll. A traditional die is a d6. Multiple dice are handled by [=YdX=], Y being the number of dice rolled--4d6 means you roll four traditional dice, or one traditional die four times, and add the results. Added to this is the occasional static number, or extra dice--this is usually written out as follows: 4d8 + 2d6 + 3, which means you roll four eight-sided dice, then two six-sided dice, and then add those all up and then add three. Even when there are no actual dice involved, a spell that does 2d12 damage will deal between 2 and 24 damage, tending toward 13.

* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ("draw its aggro"). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat" (see below).

* Threat: Another {{MMORPG}} mechanic that seeps into single-player games. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.

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* [[DrawAggro Aggro]]: A multifaceted term used primarily in {{MMORPG}}s but slowing seeping into the single-player RPG corner, as well. At the most basic level it refers to the act of an NPC enemy ("mob") attacking a PlayerCharacter. If the mob is not programmed to attack on sight or only do so when a PC comes within a certain range, the player can prepare for battle ("before you aggro") and attack, forcing the mob to retaliate ("draw its aggro"). During the battle, a mob can usually only target one of the [=PCs=] attacking it, so "aggro" is used in relation to its current target (which can stay the same or change depending on circumstances). Confusingly, the term can also be used interchangeably with "threat" (see below).

* Threat: Another {{MMORPG}} "threat". This mechanic that mostly seeps into single-player games. Threat is a (normally) hidden score that the enemy AI assigns to each player character attacking it, so it can prioritize its targets: the higher the score, the higher the likelihood of the AI targeting ("putting the aggro on") that character. Threat score can be raised by a variety of means, including damaging the enemy, assisting your allies who damage the enemy, as well as by special abilities; some special abilities also help lower the threat. "Threat management" refers to players [[DamagerHealerTank manipulating the threat scores]] to keep the enemy attacking the StoneWall characters, while keeping the aggro off {{Glass Cannon}}s and {{Combat Medic}}s at all times.

* {{Stats}}: numerical ratings that describe your character's parameters in various ways. Your Strength score determines how much you can bench-press, your Intelligence score determines how well you can think, your Charisma score determines how successful you are with the ladies, et cetera. Some games have dozens of Stats for each character, while a few, such as D.U.D.E., have only one. Generally, each Stat is a numeric score on the same scale as every other Stat; if 10 Strength is how strong an average person is, then 10 Intelligence is how smart an average person is. In some game systems, gaining experience points (c.f. below) can increase your Stats. In most systems, Stats will be broken down into Attributes (innate measures of a character's aptitude) and Skills (reflecting training, learning, and study).

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* {{Stats}}: numerical ratings that describe your character's parameters in various ways. Your Strength score determines how much you can bench-press, your Intelligence score determines how well you can think, your Charisma score determines how successful you are with the ladies, et cetera. Some games have dozens of Stats for each character, while a few, such as D.U.D.E., have only one. Generally, each Stat is a numeric score on the same scale as every other Stat; if 10 Strength is how strong an average person is, then 10 Intelligence is how smart an average person is. In some game systems, gaining experience points (c.f. below) can increase your Stats. In most systems, Stats will be broken down into Attributes (innate measures of a character's aptitude) and Skills {{Skill|Score}}s (reflecting training, learning, and study).

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